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hi,
i'm newbie for this stuff and i hope some help. i'm going to create a simple AR, when the marker is detected, then show an object (human with percussion) and automatically play the animation. i create object from Max '13 with AutoKey, and i export into .scene file, save in OpenSpace3D folder. the problem is when i import to scene (object .scene), it's shown like the picture below. material shown, transparant, but look solid.
https://drive.google.com/folderview?id= … sp=sharing
1. how to fix it?
2. i see the .cg and .program file in the program folder (from export file .scene), is it my animation?
3. i just create foe 30 frames animation, i think can be loop in the os3d. how to make the animation in os3d ?
thanks master
Last edited by GloriusTr (18-Nov-2014 16:59:30)
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Hello and welcome !
first which exporter do you use in Max ? EOE or OgreMax ?
if you use EOE :
- if the material texture have an alpha channel (png / tga...) uncheck the alpha box in the material texture properties in max.
- check if the material opacity is 100
cg and program files are shaders.
the animation is in the skeleton file in ogre format.
for animations and material settings check the FAQ on http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter
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i use the EOE to save it. okay i'll try for that
for the animation, can i use the .xaf file from Max? or must .bip from the Motion Mixer menu? because i create the human object not from biped, but from bones manually.
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The animation of the bones should export if it's applied on the skeleton.
if you want to split the animation in seral ones, you can use the time tag label on the animation track.
if you still have difficulties try to export in fbx and import the fbx file into OS3D. But sure the ogre format should be better to manage animations names and materials correctly.
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hi arkeon !
i've try and i'm stuck
so i create new char with biped and material successfully imported. and in the export folder there's two .skeleton file, is it the animation?
i want create just a simple way: when the marker is detected, show the human character and play loop animation automatically.
i've been unchecked 'Enable' and check 'Loop' from the Scene Tree. thats some plugit which i don't know is they're right or not
here my screenshot :
https://drive.google.com/file/d/0B1TGUh … sp=sharing
https://drive.google.com/file/d/0B1TGUh … sp=sharing
hope some help here to work with Plugit
thanks before
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very strange in your folder you don't have the files you should get from EOE here.
1 - clean up the export directory (remove all files)
2 - in max do export menu choose Ogre scene format
3 - export again
4 - in OS3D import the scene file
you must have only one skeleton file per mesh and it should have the same name as the mesh
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okay, i'll try to fix
should i modify the Object Setting in the OgreMax menu for each object (mesh) ? there is some submenu like 'Node Animation' and 'Mesh Animation'
i see on the Ogre's web, thats say about 'time tag' and 'label' for the animation. where should i create them?
thanks
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Try with Easy Ogre Exporter not Ogre Max.
http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter
Ogre Max is not free and it can pose some problems sometimes on max files (you can't open the max file if you don't have the plugins installed for example)
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i've downloaded EOEmax and eoe.dle from arkeon.dyndns
and how it works? http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter said, theres a node animation and animation. how i set 'em?
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hi arkeon, sorry to bother you again
i found the error is about crash between ogremax and EOE. now the animation is works. so i ask for the next, how to set the plugit? i create a simple flow, whwn the marker is found, object show and play animation automatically. but when marker is lost, the object isn't hide, the object stay where it moved last time. here a screenshot : https://drive.google.com/file/d/0B1TGUh … M1UTg/view
thanks before.
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i set dummy2#35
how it works ?
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okay..i'll try it
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i've try it and i've the result, animation is working. but the direction is wrong (my object animation is hand playing a drums)
here : https://drive.google.com/file/d/0B1TGUh … sp=sharing
and https://drive.google.com/file/d/0B1TGUh … sp=sharing
please help to fix it. thanks
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no i'm not do that
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from http://www.ogre3d.org/tikiwiki/tiki-ind … e+Exporter
12 I forgot to apply the "Reset X-Form" tool before making the skinning of my object. How can I correct that ?
You can correct this mistake as follow:
In the skin modifier, save the envelope setting in a file.
Remove the skin modifier
Apply the "Reset X-Form" tool on your object
Collapse the modifier stack or apply the "Collapse" tool
If it is needed, realign the pivot and redo the "Reset X-Form" and collapse tools
Align the skeleton model correctly to the mesh
Add the "Skin" modifier
Add the same bones as your previous "Skin" modifier setting
Load the .env file saved before and match the bones by name
Now your skinned mesh should work better in max and export the animations correctly.
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